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    E nraya:the Twilit Lands

    By Stephanie Ferguson C h r o n i c l e s o f

    K h a r a y i m

    yredragon Productions#XXX01

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    Enraya:the Twilit LandsBy Stephanie Ferguson

    Enraya Concept, art, stories by Stephanie FergusonKarayim concept by Stephanie FergusonCover by Stephanie FergusonKalen Concept by John PykeLogos by Stephanie FergusonGraphic Design by Stephanie Ferguson

    With special thanks to Heather Isenhart, Ken Walz, and Jeff Huston for putting upwith me at Origins 2007 and for putting me up at the last minute, and for Al and MarySimpson, who let me use their car

    Thanks also to Tom Mays, Ms. Hadlock, Paul, my Teachers at ITT tech. Their expertinstruction made this possible

    This book ful lls part of the required work for the Capstone Course part of the require -

    ments of the Multimedia Degree at ITT tech, Omaha Campus, Summer Quarter 2007

    Players and Playtesters: John Pyke, Livvia Bechtold, Dan Bechtold, Joseph Sanpino,Amanda Sanpino, Brad Sanpino, Chris, and Josh Tausz

    Chronicles of Karayim

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    OPEN GAME LICENSE Version 1.0a

    The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc (Wizards). AllRights Reserved.

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    publicly display, transmit or otherwise distribute; (d)Open Game Content means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identi ed as Open Game Content by the Contributor, and means any work covered bythis License, including translations and derivative works under copyright law, but speci cally excludes Product Identity. (e) ProductIdentity means product and product line names, logos and identifying marks including trade dress; artifacts; creatures characters;stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats,

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    products or the associated products contributed to the Open Game License by the Contributor (g) Use, Used or Using meansto use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) You or

    Your means the licensee in terms of this agreement.

    2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content mayonly be Used under and in terms of this License. You must af x such a notice to any Open Game Content that you Use. No terms may

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    4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide,royalty-free, non-exclusive license with the exact terms of this License to Use, the Open Game Content.

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    7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except asexpressly licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not toindicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing OpenGame Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or RegisteredTrademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that ProductIdentity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product

    Identity.

    8. Identi cation: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributingare Open Game Content.

    9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorizedversion of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License.

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    12 Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of theOpen Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material soaffected.

    13 Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breachwithin 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License.

    14 Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extentnecessary to make it enforceable.

    15 COPYRIGHT NOTICEOpen Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.

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    Table of Contents

    Chapter 1: the Twilit Lands of Enraya Enrayan Atlas 1 Culture of Enraya 3 Drownedlanders 10

    Other Races 12

    Chapter 2 Deities of Enraya 15 Creation: the Sun, the Moon and the Stars 17

    Deities of Enraya 19

    Myridans Crusade 30

    Aureus dOr, in youth

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    Chapter 3: Monsters of Enraya 33 Marion 35 Narghai and Simghai 37 Krzhyii 38 Dire Werelion 49 Mezarch 52 Half-Mezarch 54

    Index 56Credits iiOpen Gaming Liscense iiiAbout Kharayim vii

    A Courtly Lady

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    Introduction: About Kharayim:Kharayim is a fantastic world which is contested, not simply by mortals, but by pantheons of gods, all vying to be the principal pantheon or deity controlling the world.

    The truth of the mortal races is lost in history, but all pantheons claim to be the legitimatecreators or receivers of the races, and all claim to be the creators of the world. The truth is that

    the world is probably older than even these deities. Nobody other than the deities know their origin, and they are not telling anything. In fact, most even deny that they were created at all.

    The reason for this is that long before recorded history, for lost and forgotten reasons,the gods present today killed or imprisoned the elder gods of this multiverse, and then fell tosquabbling amongst themselves over the creatures that inhabited it. The second wars concernedthe division of races amongst the gods, and the third wars were between the gods that wishedto claim one race. In the present age, only the oldest of celestials and infernals remember thesewars, and how they almost destroyed the material plane.

    After the third war, the gods settled into factions and began sharing their mythology with

    their mortals, with each pantheon attempting to convince their mortals that their mythology wastruth, and other mythologies were false. Each pantheon inhabits their own realm in the outer planes, to which the souls of their faithful go, if allowed.

    What resulted among the mortals is factions, nations, and races all convinced that their version of creation was true, and with no proof to the contrary on the material plane, or perhapsanywhere but the astral plane, where those gods who are dead lie hidden, and the realms

    beyond the outer planes where those gods who are imprisoned were placed, unable to escape or in uence the multiverse.

    So, what pantheon is true? Which was chosen to inherit? All and none. Since history

    was rst recorded the pantheons have used their mortals like game pieces to extend their in uence. When the followers of one pantheon or singular god conquers and subjugates themortals of another pantheon or god, the losing pantheon or deity absorbed the followers, andmade the choice to either extend their pantheon or destroy the losing god or gods.

    As a result, not only are the gods not perfect, but also, their mythologies are often awed,and every-so-often mortals fond of traveling and seeking knowledge will come across thesegaping aws. Some will become confused, some will leave their gods, and some will plug theholes in their theology with their own perception. To a follower of a particular pantheon, allother outer realms are considered lower realms. Unfortunately, because of the early wars, each

    of the outer planes is nearly impenetrable to anything that does not resonate with that plane.This means that those who leave the worship of the gods are doomed to wander the astral planefor eternity, unable to enter the outer realms. Over the eons, this has made the astral plane avery dangerous place, full of lost, deranged spirits, as well as creatures that prey on souls.

    Some of these nd their way into the elemental planes and become elementals, somend their way to the positive plane and dissolve, becoming parts of new souls, and some are

    drawn into the negative plane, where the only the most powerful can prevent being sucked intooblivion. There these powerful remnants of souls take on fell form as the multiverses mostdangerous undead monstrosities.

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    As for the major sentient mortal races of the material plane, all pantheons agree on theorder of creation. Dragons, Elves, and Dwarves came rst, Fey, Orcs, and Gnomes camesecond, Humans, Hal ings, and Lizardfolk came third. All the other sentient races, such as:giants, merfolk, locath, kobolds, and other sorts of things with sentience either evolved from

    beasts, or were the result of a blending of the nine races and elementals or other magical things,or they were an enhancement brought upon by curse or blessing.The undead native to the material plane or its coexistent planes are not inherently evil,

    because negative energy is not evil. In truth the negative plane is a necessary part of existenceto balance the in ux from the positive energy plane. With undead, just as with the living, their actions and appetites determine their alignment. Undead native to the negative energy plane arealways evil, as are undead who have been described as being evilbut this is because of other factors involved in their existence. Zombies, for example, are neutral.

    Elementals, being spirits of mortals who found their way to the elemental sources, donot have cultures of any particular kind, but once a spirit has taken an elemental form, it can besummoned or it can leave the plane to wander the other planes as immortal elemental spirits.Only a summoner can give these spirits a form other than that of elemental. Mortals can alsointerbreed with them, and produce offspring, or a mortal might tap the source of an elemental

    plane and become transformed by it. Corporeal living or undead creatures, however, cannotvisit the elemental planes. Once they are beyond the bounds of the core planes (the materialand its coexistent planes) they are always drawn to the negative energy plane, from where theydraw their source of continued existence.

    As for the outer planes, angels and demons inhabit the same planes, it is just a matter of where. Each of the outer planes is in nite in its own right, but the difference is that eachouter plane is inhabited by a pantheon, rather than a loose collection of gods and outsiders.There is only one gate in and out of each outer plane, opening onto the astral, due to the warsin prehistory. Most pantheons have a gatekeeper, or a series of keepers to guide their faithfulsouls to their plane. It is even rumored among the outsiders that there are two gates out of themultiverse itself, but the pantheons who have access to them arent going to reveal or share.

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    Chapter 1The Twilit Landsof Enraya

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    Enrayan AtlasCountry: Empire of Enraya

    Capital: Eschall FallsTotal Area: 453,816 sq miPopulation: 50,894,732 (Humans 40%,

    Drownedlanders 20%, gnomes 20%, half-hu-mans 10%, locaths 7% other races 3%)Languages: Draconic (of cial), Gnomish(secondary of cial), Enrayan (common),aquan(of the drownedlanders)Literacy: 27%Religions: Enrayan Pantheon(state religion)

    folk religions and ancestor worhship, variouscultsGovernment type: Parlimentary MagocracyCurrency: Cenizhon(pp), Lorizhon(gp),

    Havinan(sp), Folchin(cp)

    E nraya is an ancient, human controlled coun-try straddling the equator, and bordering thecountry of Rudir to the east, Therangia to thewest, and the Terubor Forest to the north. Inthe distant north is the Trade City of Kalen, thenearest human civilization north of the equator.

    The country sits on the remains of a pen-insula, with the capital of the Barony of the Hu-man Controlled Lands of the Terubor, Five Oaks,lying directly on the equator, and the capital of Enraya, Eschall Falls, lying 70 miles south atthe present mouth of the Kalen River. They alsocontrol the entirety of the Sea of Sorrow and theBay of Enraya, as well as numerous crags andcoral atolls in the bay, bordering the Raashyi Sea.

    The majority of land inhabited byhumans lies in swaths of swampland dot-ted with islands of stone, where the major-ity of cities are located. Other cities liealong the coasts or on the islands themselves.Drownedlanders occupy the Sea of Sorrow,living among the ruins of Enrayas great-

    est cities: Delta City, Anj, Kanbo , and LurEnraya means Lands of the peo-

    ple of the Delta . Civilization began hereover 10,000 years ago in the region of Del-ta City, which now lies in the Sea of Sor-row. The State religion asserts that the coun-try of Enraya was founded by the gods.

    The land rises unsteadily from the wa-ters edge into swamplands. There are over 1000named rivers that come through the land fromvarious places, and most them used to drain intothe Kalen River between Eschall Falls and Del-ta City . Now, they drain directly into the bay.

    At the area around Eschall falls, the landrises sharply forming the great Eschall Cliffs,which extend 400 miles around the northernend of the bay of Enraya, and slope downward.These cliffs separate the forest from the swamp-land around the area of Eschall Falls, but else-where, the land steps quietly from swamplandto grassland to forest, and eventually into the

    mountain ranges that form the border of Enra-ya: the Iltair in the east and the Marthair in thewest. The Iltair is the taller of the two moun-tain ranges, with some peaks reaching 15,000 ftabove sea level in the northernmost reaches of the Barony of Iltair. The Marthair is an ancientrange, with no peak reaching higher than 7000feet, and most of its slopes covered in deep jun-gles on the windward side, and steep crags onthe leeward side. West of the Marthair, the landsweeps down into harsh desert and scrubland.

    The Terubor Basin is home to na-tions and tribes of many different species. Itis a seasonally ooded tropical swamp forestlying between the two mountain ranges wherethe runoff from the mountains, natural springs

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    and rain drain directly into the Kalen River be-fore cascading in an awesome waterfall aboveEschall Falls. Further upriver, the Kalen river has cut wide canyons as the land rises intohigh steppes and decid- uous forests,while on the slopes of the moun-tains bordering the forest, cloud for-ests dominate the land- s c a p e .

    The Ter- u-bor Fores tis a spooky, primal region lledwith mangroves, gs, ferns,orchids, and other more sinis- t e r

    plants, such as assassin vines.The massive Eternal Oak growsin the depths of the basin, and issacred to the elves, while the huge,saffron colored, dinner plate sizedlilly, the Rislon , grows along themain river channel and is sacred to thehumans. There are incredibly diversespecies, as there are in almost all rainforests. Enrayas borders are not set inthe Terubor. The humans of that regionare generally seasonally nomadic if theyare not residents of Five Oaks, and gener-ally co-exist with other sentient species,though tribal skirmishes are common.Historically, it has been a bad idea for humans to try to claim a solid border in that region, as it has led tonumerous wars in the past be-

    tween elves, lizardfolk, and fey.The trees in the basin grow

    tall quickly, as the shadows from the mountainsshorten the days. Farther up on the slopes,shorter, denser trees dominate. Throughout the

    region, Moisture comes over the Eschall cliffsfrom the bay of Enraya. The area is covered

    in clouds for much of the year. The Terubor forest is only roughly 500 miles at its widest,

    but it stretches northward, joining with decidu-ous forests and evergreen dry forests to createa swath of forests almost 2000 miles long. Theentirety of the 3000 mile stretch of river fromEschall Falls to Kalen has been made navigable

    over the years. Without magic, there would be no trading along the river from the

    sea, as right above Eschall Falls is thewaterfalls that gave the city its name.

    Above the falls, the river isnavigable by seagoing vessels as far

    as Five Oaks, and by river barg-es all the way to Lake Kalen.

    The city of Eschall Falls strad-dles the estuary created by the

    Kalen in the decades after a magi-cal cataclysm sunk a majority of thecountry under water. None knowexactly what caused the cata-

    clysm, but all suspect it to haveoriginated with the arcane ex- periments being conducted at the

    Delta City College of Magic.What all know is that it

    crippled the economy of En-raya, destroyed 80% of its ar-able land, irrevocably changedthe climate of the lowlands,and changed the nature of thehumans in its path to crea-

    tures with the aquatic subtype.250 years ago, Eschall

    Falls was simply a major stop along the riv-er. Here, ships would move their goods fromocean vessels to river barges for transport upthe river. The ancient locks of Eschall Falls are

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    one of the wonders of the world. Long ago, before the catyclysm, when trade was new,

    and there was a need for large vessels to navi-gate the Kalen, gnomish engineers created asystem of magical locks that transports shipsfrom the lowlands, up the falls and onto themain river channel on their way to Kalen City.All the upper river trade is done by gnomes.

    Human Culture in EnrayaE nraya operates on a caste system, with noblehouses on top, magic users making up the so-cial classes, normal folk making up the work-ing classes, and possessing an underclass of non-entities that are responsible for the menialwork and are worse off than slaves. Enrayadoes engage in slavery, as a form of indenturedservitude, punishment, or as a place to include

    prisoners of war or spoils of conquest into so -ciety. In the Red Quarter of Eschall Falls, thecountrys largest slave market exits, guard-

    ed carefully by the harsh, evil eye of the Red Faction guards.

    Here are the castes, in order fromgreatest to least:

    The Inner Court:

    T he members of the inner court arethe highest rank-ing nobles. Thetrue titles of the

    head of these fami-lies are Noble Bar-

    ons and these housesare considered to be the

    royal houses. There are specif-ic families that these folks belong

    to, each with speci c traits and speci ctracts of land:

    House Arren: The ancestral house Arrenhails from the eastern borders. They guard

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    these borders against incursions from the eastand from the sea. Their barony is known asThavumet and has long felt the whip of oppres-sion as the members of the house have becomeincreasingly under scrutiny. Some say that adeed performed a curse upon the house, for nodrylanded member of the house (to their knowl-edge) has borne a child in the last 40 years.Members of the Arren house are well known for

    ame red hair and pale blue eyes. The currenthead of the house is not Trajan as most outsid-

    ers would think, but his cousin Judaret. Arrenminds are usually very clinical and not proneto rage, though they are very famous in their dealings with their enemies. Rumors have beenhinted at, though never openly, that the familyhas dealt with demons, and there are some ru-mors, though people fear to bring it up, that theArren house has been experimenting with hu-man lives. It is death to those caught repeatingthese, including the rumor that the disaster wasin fact caused by the house.

    House dOr : The tracts inhabited by thehouse dOr include the Terubor Forest and theKalen River to the north of Eschall falls. Thehuman city of Eschall Falls itself used to be-long to the dOr family, in fact it was once thecapital of the barony, but it was given up to thestate for the good of the kingdom.

    The dOr house is the least insular of the noble houses and has regularly intermin-

    gled with elves, fey, and even angels. In fact,every few generations, an aasimar child showsup in the birth roster, a testament to the pastgoodness of the line. The dOr house is alsoresponsible for keeping trade reasonable and

    protected along the river, so Aureus, the currenthead of the house, has had the honor of con-

    tinuing communications and diplomacy to thenorthern kingdoms. Pure blooded members of the house are known for their golden to plati-num hair, grey or yellow eyes and long lives,on average living about 60 years beyond theaverage human. Most attribute that to mixedgenealogy.

    House Arolell: House Arolell has beenthe backbone of the country for the past 200years. Not affected by the disaster, their num-

    bers are strong. They rule over the marshes of the Ghemar. Noble Baron Demair Arolell isthe head of the house there. House Arolell isknown for either black hair and violet eyes or

    platinum white hair and pink or piercing blueeyes. Arolell has the most insular house, andit shows in the number of albinos born to thefamily.

    House Shivess: The land belonging to HouseShivess was entirely lost to the disaster. Their

    barony now lies underneath the bay of Enraya.Once fertile farmland is now drowned in salt-water and covered in a layer of sand. Membersof the house who escaped the disaster chose toturn from the land entirely and bred with thenewly changed Drownedlanders. There is nownot even one member of the house who doesnot sport gills. Resh Nadair Shivess rules thehouse. Their baron is chosen by pooling andchoosing the most powerful of the amphibiousmembers. Members of this drownedland househave blond hair tinted green, hazel eyes and al-most unnaturally translucent skin.

    House Enalli: The other house lost to thedisaster was entirely transformed. They used

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    to hold the land around Delta City itself. Whenthe disaster struck, none of these folks survived

    unchanged. They are a people embitteredagainst the land, claiming that the gods are

    punishing Enraya for hidden misdeeds. Moreoften than not, they will point the nger at thehouse Arren, claiming that their recent sterilityand the past disaster are somehow intercon-nected. Caudivar DeShan Enalli, the head of house Enalli, is trapped in Eschall falls, and theking has made elaborate baths for both him andResh of Shivess, but neither of them has beenallowed to return to the ocean, not even to visitthe orange quarter. If there was ever a house tosecede from the kingdom, it would be this one.House Enalli is to the good peoples of the seawhat house dOr is to the land. There has beena lot of interbreeding with the sea elves, and thishas affected the mindset of the House, whichstill inhabits the ancient palace of Enraya in thesunken ruins of Delta City. Members of houseEnalli are quite likely to be half sea elven.

    The Outer Court:

    M inor nobles make up the outer court. Theseare families that the noble houses, in time, weregiven land. Some now rival the power of thenoble houses, while some have little more thantown home within a greater city. All of themare patroned by a noble house, but the patron-age can be passed from noble house to noblehose as bargaining chips if they so choose. For

    example, house Xavis is a minor house thatrules the Orange Quarter of Eschall falls. Onceit was patroned by House dOr, but after the di-saster, the family was transformed. When Es-chall Falls was turned over to the state, the housecame under the protection of the royal houseArren. House Arren turned over patronage to

    house Shivess to help cement ties between theland and sea, but a secret deal with house Enalliturned it over to that house. House Xavis arethe magistrates and governors of Orange quar -ter, but their power is granted by house Enalli,much to the dismay of house Arren. Notable minor houses: Xavis of Orange Quar -ter, Hanshi of Vallish, Uluun of the Terubor no-mads, Foston of the High Iltair

    The Council of Mages:

    T he closest thing that Enraya has to a senate,House of Commons or parliament is the coun-cil of mages. Any common (not landed) citi-zen who has graduated from any of the collegesof magic in Enraya has a chance to become arepresentative of the people. The Council of Mages has a chancellor who represents a col-lege, and the representatives are mages fromevery barony, county, and municipality. TheDelta College is less powerful at the moment,

    being entirely underwater, but they speak for the Drownedlanders. The Eschall academymembers speak for the Drylanders. The CragIsland mages were barred from a seat on thecouncil after Trajans attack. The chancellorsreport to the council Chair, who is granted a po-sition in the inner court for the duration of histenure. This is the only way that a commoner can have any say in the government. The Chair

    is considered to be the voice of the people.

    The Council of Divinity:

    O perating much like the council of mages in

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    terms of election and positions, the council of divinity represents the clerisy. Though the in-ner court favors arcane magic over divine mag-ic, none of them are stupid enough todiscount the voice of the gods.

    The Voting Popula-tion:

    T here are magic users outthere who have no positionon the council. Citizenswho were trained out of thecountry, who never attend-ed the schools, or have

    become citizens by oath,cannot sit on the council,

    but they can vote in gen-eral elections put on

    by the councils. To be

    a member of the voting population of Enraya,you have to be a citizen,of at least partial humanor gnomish lineage, andyou have to have proof of magical or ability through ar-cane magic, psionics, divinemagic, or spell-like or psi-likeability. Druids, wizards, cler-ics, sorcerers, rangers, paladins,and the like all qualify as well asaasimars, tie ings, half-dragons,half-celestials, half- ends, elans,or other human crossbreeds thatcan legally ll the requirements. Half

    orcs, even if they are of magical ability, are notgiven a say. They are considered second-class

    citizens. Innate magical ability in a half-orc isusually only enough to buy his freedom fromslavery and only Crag Island once accepted therare intelligent one as a student of arcane art.More often than not, however, they make ex-cellent psy-warriors. Hal ings are transient,and are barred for that reason. Elves, merfolk,and dwarves have their own nations, though

    the sea elves are considered full citizens by House Enalli for their favors to their

    aquatic people and they are represented by that house through a delegate in theouter court.

    The Armed Forces:

    T he only way for a mun-dane man to carve hisname in the history of thecountry is to ascend theranks of the armed forc-es. This is the only partof society where physi-cal might is consideredgreater than magical ap-titude.

    The Army: as withany country, Enraya hasa standing army. Allmundane human citi-

    zens may join for veyears following the at-tainment of adulthood.Voting citizens enter

    as low ranking of cers.Free half-orcs are pressed into service for

    10 years following their age of majority and

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    are given no special rank unless they can be-come battle oriented arcanists or clerics. The

    army has many different jobs, including butnot exclusive to infantry, cavalry, archers, andaerial assault (hippogriff cavalry and featherfalltroopers)

    The Navy : Enraya has a top notch navy. Theyare constantly patrolling for pirates and defend-ing the borders from threats fromthe sea. They also have a very spe-cial group that serves as an underwa-ter army--mundane Drownedlandersare required to join this instead of thearmy. Mundane dryland citizensliving on the coastlands may opt to

    join the Navy instead of the army.Inland citizens are not given theoption.

    The Civil Patrol : The agentsof justice in the towns, they may

    be known as watchmen, guards,

    of cers, constabulary, cops, or patrolmen. This is a paid posi-tion open to any who haveshown an aptitude for itafter their term of serviceis over. The Blue Faction: The bluefaction is that part of Enrayasarmed forces who have historically

    protected the contry from threatswithin its borders. In modern En-raya, however, the Blue Factionhas come to be known for itsaspirations to the higher ideals. The concept of honor and duty trickled

    down from the nobility and infused itself intothis group. Most are normally good folk who just happened to be trained for war. They arethe oldest of the factions and represent, in their opinion, the glory of the ancient country.

    The Red Faction: All of these soldiersare the roughest, most iron sted ght -

    ing men Enraya has to offer, and haveslowly come to power over the lastve-hundred years or so. Historically,

    they protected the countrys bordersfrom invasion, but since there have

    not been any challengers to themight of Enraya in over a mil-lenium, they have turned their attentions inward. Recently,they have mushroomed in num-

    bers as people are eager to provethemselves to Trajan. The Ar-ren house has long supported

    the Red Faction, though none but the heads of the familyknow exactly why. They arethe newest of the factions,and are of course, in constantcon ict with the Blue fac -

    tion who would like to see themviolently eradicated, because theyare unnecesary. The Blue Faction

    reluctantly obeys the kings desireto keep the Red Faction. Early in

    his reign, Trajan clearly de nedthe roles of the two, but with thefavor he gives to the Red, thered faction has been exploiting

    loopholes in the de nitions.

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    They represent, in their opinion, the might andstrength of the present system, and they chal-lenge anyone to say that Enraya is in decline.The king openly favors that view.

    The Green Faction: The green faction are primarily scouts, rangers and the like. They pa-trol the high roads, the mountains, and the for-ests. They are not allied to either of the other factions, concerning themselves with the pro-tection of Enrayas frontiers and roads.

    The Common Citizens:

    T hese people make up the bulk of the popu-lation. With no vote and a minimum of veyears of armed service under their belt, they re-tire to their businesses and farms. Commonersdo everything that commoners do, as business-men, farmers, miners, merchant sailors, andtradesmen. Common children in Eschall fallsare required to go to school, where they willlearn what they need in order to survive beforethey are dumped into the military or into their trades.

    The Merchant Class: merchants are notrequired to do military service, and are never given a vote. They do however, comprise someof the most af uent citizens in Enraya. They

    may have money, but money cannot buy a posi-tion in a country that demands the use of magic.Typical merchants have a good that they sell.Slavers, paint peddlers, spice merchants, andarms dealers are examples of merchant class

    positions.

    Artisans: Singers and performers (not bards),dancers, actors, painters, storytellers and mun-dane performers all make up this class. Thoughthey have much in common with this class,Bards do not belong to this class, because theycan use inherent magic, and belong to the vot-ing population.

    Laborers: Farmers, porters, miners, herders, paid servants, and basically any other honest

    professions that people do that dont require ed -ucation and arent on the list of tasks shunned by society. Laborers are bound to the place theyare born, and are not usually let out without

    permission. This is the lowest class of peopleallowed to use manufactured weapons.

    Slaves: Captured in battle, folks serving a prison sentence, paying off debts, or being ahalf-orc are reasons for people to enter slaveryin Enraya. Being a slave isnt all bad. Thoughyou are at the mercy of your owner, the ownersare required to provide all the basic amenitiesfor life: food, clothing, shelter, and spiritualful llment. Apprentices, road workers, gladia -tors, builders, kagamen and forced laborers allform the slave class. Only half-orcs are deniedfreedom from birth. It is possible for a slaveto be freed, and only half-orcs are bred for thisclass. The rest either serve their term of their slavery or die in it and any resulting children

    enter the unnamed class as orphans.

    The Unnamed: criminals, bandits, streeturchins, orphans, meat processors, grave dig-gers, whores, executioners, street cleaners, andso forth are the lowest of the low. These folksare constantly in danger of being captured, be-

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    ing slaughtered, or being taken for sacri ce byunscrupulous individuals. The Unnamed arelower than the slaves. They have their free-dom, but nothing else. They have no lineage,and may be publicly slain by anyone for no par-ticular reason at all. The advantage of beingunnamed is that they may go anywhere. Theyare only bound to themselves, and as long asthey can gather the funds to leave their lot, theycan travel without permit, like an animal. InEnrayan society, that is what these people are.They are never allowed manufactured weap-

    ons, not even a knife to cut their food. On ahighway, such folks can be seen as beggars or robbers, bearing rough hewn stone tools. Thereis danger, however, for them to be caught be-cause being seen with anything manufacturedis a sure way to invite death.

    Monks : Monks are outside of the caste sys -tem. Monasteries in the Iltair Mountains, theDrowned Chasm, the Deep Terubor, and Varruthhills admit only those of the unnamed who canreach their walls. Anyone wishing to be a monk must declare himself unnamed before being al-lowed entry. For an unnamed, this is a very dif-

    cult, but very rewarding path to choose, be -cause once one becomes a monk, one gains theuse of a name given by the Monastery. For a person forsaking his or her given name,it is equally dif cult, because the fam -ily of the one giving up his name re-gards that person as dead. Monks

    are prized in Enraya for their knowl-edge of combat, and are often calledupon for their wisdom. Retired career soldiers often choose this path. Monksare technically still unnamed, becausethe monastery owns the names, not the

    people they are given to, but monks are

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    Races of Enraya Part 2:Other Races

    About Drownedlanders

    Drownedlander:Medium Humanoid (aquatic)

    D rownedlanders are new subspecies of hu-man, the result of the same arcane disaster thatformed the Bay of Enraya.

    Personality : Drownedlanders enjoy the sametastes and aspirations as any human. Like reg-ular humans, they run the gamut of personali-ties and physical traits. All of them, however,revere magical ability above all abilities. It isa fascination common to the Enrayan culture,whether terrestrial or aquatic. Drownedlandersare also quite insulted to be called nonhuman.

    Physical Description : The averageDrownedlander looks in height and structuremuch like their terrestrial counterparts, thougha bit taller, thicker and exceptionally more mus-cular, averaging between 55-70 and 150-350 lbs. They have only two toes connected

    by thick cartilaginous webbing and are onlyslightly longer than dryland feet. Their handsare longer and wider than the average human

    hand, with webbing connecting clear up to therst joint of their ngers. Eye color is almost

    always blue or gray. Their skin is pale, rubberyto the touch like dolphin skin, and waterproof.The only hair they retain past childhood is the

    hair on their heads and in males, on their faces.Many of them now le their teeth to points.

    They have also lost the ability to sweat.Their mode of cooling is through their former respiratory system. A Drownedlanders lungscannot process oxygen, but can provide an ef-fective heat exchange. When cooling, They ap-

    pear to be panting, but they pant at a faster pacethan any medium size air breather could without

    passing out. When observing a Drownedland-er, a character can make a DC 25 spot check tonotice this unnatural respiratory rate.

    They wear waterproof clothing in muchthe same style as normal humans do. They areconsidered adults at age 15 and can live to bearound 130 years.

    Alignment : any. As with humans, they favor no alignment, not even neutrality.

    Drownedlander Lands: The Bay of Enra-ya and the Sea of Sorrow are the only placesDrownedlanders truly call home.

    Religion: Drownedlanders worship the Enray-an Pantheon.

    Language : Common and Aquan. Drowned -landers receive Aquan as an automatic language.Their association with the sea and the magicsurrounding their unique transformation grantsthem an innate ability to speak the language.Bonus languages: elven, draconic, all languag -es of sentient aquatic creatures. Drownedland -ers wasted no time in exploring the mysteries of the deep once they gured out how to survive,and readily took to the languages of sea.

    Names: Drownedland names are as varied ashuman names, but they all have at least two or

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    three. The rst is the surface name, the secondis the aquatic name, and the third is usually a

    family name. Drownedlanders keep extensiverecords of their history and origin; lest it be lostas have other races.

    Drownedlanders as Characters:(the following creature is open content)Drownedlanders have the following racialtraits--Medium Size

    --ability score adjustments: Str +2, dex 2.Living in the water has made these human sub-species strong, but their minimal adaptationsmake them somewhat clumsy in and out of wa-ter.

    --aquatic subtype : a Drownedlander has aswim speed of 30 ft. Drownedlanders candrink from and survive in both freshwater andsaltwater.

    --land speed 20 ft, and cannot run on land.While they walk well enough and can t intoshoes to disguise their unique feet, their feetare not fully able to support their bodies wellenough to allow for running. They have a 5

    penalty to jump checks on land but take no pen-alty when jumping out of water. They also takea 2 penalty to dexterity based skill checks in-volving the legs on land. In the water they haveno such penalties.--gills: Drownedlanders can survive out of wa-ter for 1 hour per point of constitution unless ithas the amphibious trait--see special adaption.(After that refer to the suffocation rules in theDMG)

    --superior low light vision : Drownedlanderscan see four times better than a human in star-light, moonlight, torchlight, or similar condi-tions.

    --Human blood: for all effects related to race,a Drownedlander is considered human. Adrownedlander recieves 1 bonus feat at rstlevel.

    --weapon familiarity: due to their environ-

    ment, nets are considered martial weapons

    --Special adaption: 1 in 100 drownedlander children are born amphibious. To the drowned-landers, this is always a fortuitous occasion. ADrownedlander character can take the Amphib-ious (ex) special ability in place of its character creation feat only. This represents an inheritedtrait. An amphibious Drownedlander is bornlacking the webbing between its ngers, andits hands are the size of an average human. It

    can breathe air through its gills, but still can-not sweat, and still pants like its purely aquatickin. Its feet are not any better adapted to landtravel. Amphibious Drownedlanders are usu-ally adventurers.

    Skills : A Drownedlander has a +8 racial bonuson any Swim check to perform some specialaction or avoid a hazard. It can always chooseto take 10 on a Swim check, even if distractedor endangered. It can use the run action whileswimming, provided it swims in a straight line.The drownedlander warrior presented here hadthe following ability scores before racial ad-

    justments: Str 12, Dex 13, Con 11, Int 10, Wis9, Cha 8.

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    Favored Class: Ranger A Drownedlander isinnately interested in his new environment, andsince Humans have had limited access to thedeeps, these folk are far traveling and explorersof the most curious sort.

    ElvesThere are all varieties of elf living in Enraya,

    but the most common are the Wood Elves, na-tive to the Terubor, and the Sea Elves, native tothe Sea of Sorrow, and also to the Bay of Enra-

    ya. Sea Elves in the Bay live alongside humans,and were instrumental in helping them to adaptto their new ecological niche. The language of each elven subtype is different from every other elf, so for elves in Enraya, they receive not sim-

    ply Elven, but high elven, Wood Elven, Sea El-ven, or other such subtype of language accord-

    DROWNEDLANDER STAT BLOCK Drownedlander, 1st-Level Warrior Medium Humanoid (Aquatic)

    Hit Dice: 1d8+2 (6 hp)Initiative: +1Speed: 20 ft. (4 squares, cannot run on land), swim 30 ft.Armor Class: 13 (+1 Dex, +2 leather), touch 11, at-footed 12Base Attack/Grapple: +1/+2Attack: Net +2 melee (1d8+1) or longspear +2 ranged (1d8/x2)Full Attack: Net +2 melee (1d8+1) or longspear +2 ranged (1d8/x2)

    Space/Reach: 5 ft./5 ft.Special Attacks: Special Qualities: Human blood, weapon familiarity(nets), special adaption (Amphibious),superior low-light vision, gillsSaves: Fort +4, Ref +1, Will 1Abilities: Str 14, Dex 11, Con 11, Int 10, Wis 9, Cha 8Skills: Listen +0, Spot +1, Swim +12Feats: amphibious(feat option as per special adaption feature), DodgeEnvironment: Equatorial aquaticOrganization: Solitary, Party (24), Marine Unit (1120 plus 2 3rd-level lieutenants and 1 cap -tain of 3rd6th level), or Marine Squadron (3060 plus 1 3rd-level sergeant per 20 privates, 55th-level lieutenants, 3 7th-level captains, 1 12thlevel colonel, and 20 sea elf auxillia)Advancement: by class level

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    ing to their own subtype. It is considered aninherent language, so a high Elf raised among

    wood elves would still have High Elven as anautomatic language along with common, whichis learned, and for the elf, they would still haveto take wood elven as a bonus language.

    Elven Religion is one of nature, primar-ily. The elves of Enraya believe that they weredescended from gods that came from other re-alities, and died here millennia ago from naturalcauses. There are some cults that still adhereto these dead gods, but for the most part, elvesdo not concern themselves with formalized re-ligion. It is not known what happens to Elvesafter they die, but their souls never make it tothe outer planes.

    Half-elvesHalf Elves are somewhat cursed. Their soulsare an unnatural blending of a mortal being of this multiverse, and a mortal being that wasoriginally not part of this multiverse. In life,they are too elven to be human, and too human

    to remain among their elven kin. Their soulsafter death have a hard journey to make. Theycan reach the outer planes, but it takes themlonger to nd the gate that lead to the afterlife,and so most dont even try to make it.

    GnomesGnomes are one of the Middle Races, Meaningthey were among the second group of sentientraces to inhabit the Material Plane. For themost part Gnomes are as they are everywhere.

    In Enraya, however, they have become morecosmopolitan. Gnomes share citizenship inEnraya, and are an integral part of society. Es-chall Falls used to be mostly gnomish in popu-lation, and the architecture of the city re ectsit. Gnomes being expert crasftsmen and inven-tors, the city is probably one of the most mod-

    ern capitals on Karayim.

    Hal ingsHal ings are transient gypsies. They are thisway throughout Karayim. This is because longago, they had wings, but for some reason, theylost them. Hal ings have no written history, andthe truth has been lost to legend. The Hal ingsof Enraya believe that they angered the sky godImaris, and he cursed them to a terrestrial exis-tence. Every once in a while, to prove the fact

    that they did once have wings, a Hal ing childwill be born with wing stumps protruding fromits back. These are little more than bumps, butthe musculature that should provide for ight isall intact in these children. They have workedwit the gnomish technomancers to create me-chanical wings that are functional once applied.These children are the Skyborn, and they aresacred to all Hal ings as prophets of Imaris.

    ElansThere is only one enclave of Elans, and it liesat the base of the Crag Island spire. There, theyhost a monastery for humanoid with psionic tal-ent. Unlike most Elan enclaves, the Crag IslandElans do not have a list of petitioners wantingto become Elan. Instead, every human whocomes to study there gets to be on the list, andthe council chooses from among them, makingan offer secretly to those they elect. If ever anyhuman learns of the true purpose of the monas-

    tery, the Elans act quickly, wiping their mindsof any knowledge. Thus they have kept them-selves secret for millennia.

    Originally, Elans were developed inTherangia, but to all other countries, that coun-try is a legend. Only the Elans know why some

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    left that place.

    DwarvesThe history of dwarves in Enraya is a

    very sad tale. They warred with other creaturesthat shared their darkened realms, conqueringand invading cavern after cavern. This broughtthim into con ict with Dragons, who wereequally greedy.

    Eventually, the Dwarves lost out. Their empires crumbled and they were forever forcedinto the light of day. Dwarves in Enraya livea tribal life in the depths of the forests of theTerubor, and have developed a superstitiousdislike for caves.

    Lizardfolk Lizardfolk tribes are quite common inthe Terubor, but little is known about them.They have a tribal society, and their priests allfavor a yellow powder they call Kurak. It givesthem visions, so they claim, but human apothe-caries see it as nothing but ordinary sulfur rock.The lizardfolk disagree however, and they canindeed tell the difference between Kurak and anormal lump of sulphur.

    Half-RacesAasimar, Tie ing, half-dragon, half-Celestial,and Half-demon. Enraya venerates crosses be-tween magical races and the human race. Aslong as it brings a sense of inherant magic to the

    bloodlines of mankind, Enrayans tolerate it.

    The Undead An ancient rumor about Enraya is that itis the origin of the rst undead. Of all the sur -

    rounding civilizations, no other culture has thetolerance for, or even the variety of sentient un-

    dead present among the Enrayans. In EschallFalls, though it has always been the sorrow of the gnomes, the humans have built an entirequarter--the black quarter, to sentient undead.

    In Eschall falls, the Black Quarter iscontained. In order to pass by the cemetary gateand into the quarter, You need to pass throughthe Pair. These are two huge stone idols, onedepicting a gynosphynx, and the other depict-ing an androsphynx. These represent the twogatekeepers, Quixar-aa and Nheb-Sept. Theliving come into the Black quarter at their ownrisk. The undead, however, are not allowed toenter the living quarters without paperwork.

    There are also certain types that are le-gal, and others that are not. Typical undead,meaning those corporeal undead that have noother designation are the most revred of un-dead. These are always those who have peti-tioned directly with Meridan, the god of death.By dedicating themselves solely to him, they

    are given an afterlive away from Kai-reoh, therealm of the dead. They gain unlife for as longas they wish, but they pay a stiff price. Onceundead, their souls can never return to the up-

    per planes. Named types of undead are all restrict-

    ed. Undead that have spawning abilities are banned. Liches aer also banned, but becausethey have usurped Meridans authority andhave stolen his gifts. Incorporeal undead arehunted wherever they are found. They are con-

    sidered to be evading their fate or lost on theway, or insane. There is even a division of un-dead dedicated to hunting them.

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    Chapter 2Deities of Enraya

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    The Enrayan Pantheon

    T he country of Enraya is ancient. Theyare a race of humans that are usually pale of skin, but easily tanned and not inclined tofreckle. Their hair and eye color is usually anycolor but brown. Their people are arranged intoa caste system with spontaneous magic userson the top and mundane humans on the bottom,with clerics, soldiers, and merchants some-where in the middle.

    They are a people that revere dragons as

    the root of the purest members of their ances-try, although over the years, Enrayans have not

    been shy in coupling with other magical andoutsider races. The progeny from such a join-ing are welcomes into civilization and encour-aged to breed into the population to enhance themagical nature of the people.

    Most of the lore surrounding Enrayanreligion has been lost, usurped, tainted, or dis-

    placed by other cultures in uence, and the in -uence of the outsiders and magical creatures

    have warped the purity of the religion.The oldest written documents are on

    carved stone tablets and obelisks in Delta City,and are believed to be over 4000 years old.There is still a sizable following of the panthe-on, and even if Enrayans worship other deities,all of them will pay passing homage. The pan-theon is an ancient part of their culture. Whenasked they will say Oh, I follow so and so, andI am Enrayan.

    Folk who worship the Enrayan pantheonworship it as a pantheon, rather than the loosecollection of deities seemingly favored by therest of humanity.There are 3 principal deities, and one head de-ity. These four do not seem to need the adher-ent worship demanded by other deities for the

    simple fact that the domains of these are shared by every creature, and so by existing, a sentientcreature brings honor to these beings. The prin-cipal four are not likely to be seen personally bythe sentient races with the exception of one, butthey still grant power to their patroned clerics.The lesser pantheon Deities still seem to de-mand some form of attention. While the Godsof the greater pantheon are neutral, the lesser gods have an aspect of law or chaos, but areall neutral, being neither good nor evil. Clerics

    of the pantheon will always claim one deity astheir patron, through which his or her domainsare drawn, but all the deities are given honor as a true pantheon. Clerics who have claimedone of the greater pantheon as their patron de-ity have no alignment restriction. Clerics whohave claimed one of the lesser pantheon must

    be within one step of their patron, and Clericswho have claimed an eternal servant must bethe exact alignment as their patron.

    The Sun, Moons, and Stars An Enrayan creation myth

    According to Enrayan Mythology,Eons ago, before the creation of the rst race,Yvara had a monopoly on sex, and she began toabuse the privilege of being the only principalGoddess. The Gods viewed incest as distaste-ful, so they formed their own Mistresses in se-cret. Myridon had a special powder that wouldgive their creations life and Godly status.

    Imaris distracted Yvara as Dovram andMyridon created their two beings. They were

    beautiful, luminous creatures. They namedthem Hrashi and Lorei and they hid them in

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    the sky. Imaris charged his daughter Shiman-dra to guard them and hide them from Yvara.As Dovram and Myridon returned to their plac-es, Imaris came into the workroom. Findingall the ingredients laid out for him, he beganto form his own, but not being skilled in usingDovrams materials, Imariss woman lookedlarger than the others.

    He thought about destroying the model,knowing that it would be hard to hide such a

    large creature. He lifted his hammer to destroyit, but as he moved his feet to steady himself,he bumped the table, and the powder jar shat-tered all over the statue. Instantly it came tolife, dazzling Imariss eyes with a blinding ra-dience. She shined so brightly that he fearednothing could hide her from Yvara. In hishaste, he threw his cloak over her, and set Noc-tiri, one of his servants, to guard her with itslife. Since there was nothing else that he coulddo, he named the being Shiphari. Noctiri took the cloak and made sure that she was well cov-ered.Meanwhile, Yvara was already suspicious. Shi-mandra had been gone a long time. This wouldhave worried her but little if only she hadntseen the ash from Dovrams workroom. WhenImaris came home with Dovrams clay on hishands, she knew instantly what was happening,and followed Imaris to the secret place. Whenshe saw Shimandra there, became enraged ather daughter for betraying her by assisting.She laid in wait again, her anger boiling, untilImaris left. Then she raced out and demandedthat Shimandra let her see what she was hiding.Shimandra would not let her see. In her anger

    Yvara attacked, raking her nails down Shiman-dras face and gouging out her right eye. To

    this day, she still bears the scars, and with her one eye, can never aim her lightening with the

    perfect accuracy she once had.Wounded, Shimandra retreated, and

    Yvara saw the moons. Enraged that these beingshad broken her monopoly, she tried to destroythem. The Gods were too slow, and they knewthat Yvara would kill their creations. In an-guish, Imaris ordered Noctiri to save them, andso she did, covering them with the cloak. They

    began to run, but Yvara persued them, rendingthe cloak when she could touch it. When shesaw the Shiphari through the tattered cloak,her anger was boundless, and she became ber-serk, doubling her efforts.

    Shiphari, Hrashi, Lorei and Noctiriwould have made it together, had not Sarvisremembered her whip and struck out with it,catching Shipharis ankle. Shiphari fell, tothe maniacal glee of Yvara, and Noctiri ran far-ther away, not realizing that one of her charges

    was gone. The instant Yvara touched Shiphari,however, she screamed in agony and retreated.Shiphari was so bright that she had burnedYvaras hands and arms. Yvara stopped, painwracking her. The skin on her arms grew back scarred and discolored. To this day, whenever the sun touches the ocean, it turns red, pink,

    purple and orange, the same color of her scarredarms.

    Dovram caught up to Yvara rst andsubdued her. Defeated and seeking the cold

    water to cool her burns, she dove into the oceanand wept bitterly, her tears turning the sea tosalt. She swore never again to let her brethrentouch her. Bessina felt her mothers pain andcomforted her in her own deep domain. As for ShiPhari, seeing that she had evaded capture,

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    tried desparately to catch up to Noctiri and themoons, but they were too far away.

    Yvara found that she could not leavethe waters. Her burns hurt too badly, and her hair was sodden and heavy, weighing her down.

    Noctiri, seeing that her foe was subdued, triedto stop, but found that when she did, they beganto fall from the sky. Yvara noted this also andtried to catch them again. Noctiri knew thatthey were doomed to run for all eternity. If theyever stopped, they would fall, and Yvara wouldkill them.

    Imaris knew this too, and dedicated hisservice to assisting them. He patched up thecloak, but sewing on the run is shoddy work and the cloak was still full of little holes wheresuns light still shines through. The moons,desparate to see their lovers, come out of

    Noctiris arms and run for awhile, but because they are injured, have to returnto her arms to rest. Thus held they arehidden, but when they run, Yvara seesthem and tries to grab them, should

    they come too close or fall.. Thusthe waters are ever affected by themoons.

    The sun forever follows Noctiri, never catching up, and for-ever incurring the wrath of Yvara,who never strikes out for fear of getting burned again, though shemight reach for her out of a deep-seated need for revenge. The avarice

    between the sun and the waters was so

    great that Shimandra took pity on thesun and covered her while she races over the waters until she can nd safety on theland, but since she is also injured, she can-not keep up with her forever. Not only that,

    but as a punishment for aiding her father and

    uncles in creating the celestials, Yvara imposeda limit on her so that Shimandra could not strayfar or long from her and possibly hide another creation. Shiphari, learning these boundaries,tends to linger in places far from Yvara, andthese places, the deserts, burn with her heat be-cause she lingers there. .

    The Greater Pantheon

    ImarisImaris is the Principal God of the Sky. Eonsago, he left the sphere of the gods to keep watchover the Sun and moons. His symbol is the star.Acording to mythology, the stars are his gaze

    peering at the world through the cloak of Noc-tiri He is known as the watcher, the lord of

    time, the dancemaster, the weaver of fate.Domains: air, sun, oracle(CD)

    DovramDovram is the principal god of the Earth.

    Eons ago, he fell asleep to attempt to heal him-self from Myridons attack upon him. Whenhe wakes, the earth trembles, and when he isstirred to anger, the people suffer. Due to the prolonged battle with his fellow god, he is

    a twisted, scarred abberation marked as if from years of torture. He is known as theman of the mountains, the twisted wan-

    derer.Domains: Earth, Destruction,

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    MyridanMyridan is the principal god of the underworld,known as Kaire-oh. Eons ago Myridan wasactually responsible for the creation of humans,

    but humans shied away from worshipping him,instead turning their attentions toward Dovram,who could offer plants and soil that couldsustain a mortals life. Myridan grew

    jealous of the attention to Dovram.Humans began to pay Dovramall obecience, while Myridan

    became relatively forgotten bythem. In his jealous indignation,he launched a war against his cre-ation. This, arguably, is what broughtevil into the world, and he was branded assuch for a long time, for he commanded hisimmoral servants to take, posess, and drag near-ly all humans down to their master. Dovramcalled out in anguish, for he had come to love

    humans, and was aided by Imaris. Together,they pushed Myridan back to his domain.But his mark remained upon the human race.

    Death was to be an eternal part of life, so thathumans might never forget him. Never againwas the name of Myridan forgotten, for eachmortal must meet him. He has the head andwings of a black dragon, but the pale, sinuousarms of a comforting mother. His long robesalways cover his feet and body. He seems al-ways to hover, part shadow, part corporeal, his

    unblinking eyes the milky color of the blind orbMyridan is known as the Jealous one, the blind

    judge, the master of equality, the scorned.Domains: Death, Fire, Pestillence

    YvaraAppearance: She is a gorgeous, sensual de -ity with robins egg blue skin and silvery hair.She wears no clothes other than a pair of el-

    bow length white gloves which cover horrible burns.Yvara is the principal goddess of the waters andof life. Ancient texts say she was also the god-dess of all women and of sexuality in general.Because she is the only female of the principal

    dieties, she is also referred to as the head,though she has no more true power than

    her contemporaries. Due to the mythol-ogy behind her eternal wounds, She isalso the bringer of sorrow, and is knownas the weeping mother, the burned one,

    the lady of a thousand suitors.Domains: Healing, Water

    The Lesser PantheonThese gods are so named because they are thetrue get of the principal gods.

    KarvuAppearance: He is the father of the Naeris, astrange deity that appears almost like a stonegiant and is responsible for volcanoes, earth-quakes, and blizzards, the winds from the dry

    places as well as the things which are associ-ated with the mountains. He is also the patrondeity of beer.Alignment: CNDomains: Chaos, Cold

    Weapon: Hammer Symbol: stylized mountainFather: Dovram

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    BissinaAppearance: She is a drawn and deathly pallid

    deity with long owing hair and navy eyes with phosphorescent whites. She wears a owing,translucent covering that ows around her in thewater. Her eyes are deep and troubling, lledwith the horrors of the darkness and silence of the deep ocean. Her face is careworn, fromcomforting her mother. She rides her GreatWhale over all the ocean, and she is moodyand solitary. Her priestesses are the pilots of allships. She is the Goddess of the Deep oceanand sea lanes.Domains: Law, TravelWeapon: HarpoonSymbol: counterclockwise,wavy spiralFather: Myridon

    ShimandraAppearance: Shimandra, theMother of the Daelis, has thehead and feet of a golden eagle,

    and a muscular body the samecolor as the black storm clouds shecommands. Her ngers are taloned. Her forearms are feathered with pinions. She wearsnothing but a loincloth and a short tunic. She isquick tempered and deadly fast. She has onlyone functional eye though. Yvara, in her an-ger, blinded her right eye. Shimandra is theGod of ocean borne Storms, Lady of the rains,

    bringer of the hurricanes and Typhoons. Alsothe life bringer, mistress of the gentle rains andthe cloaked lady of the mistsDomains: Destruction, War Alignment: LNWeapon: JavelinSymbol: lightening boltFather: Imaris

    VellornMyridons assult upon humanity was halted atlast by an arrangement. The three gods all sawthat indeed, Myridon was being slighted, buthis humans refused to worship death. They allenjoyed life and demanded the extended timeenjoyed by the other races.Defeated by his siblings at the end of his war,Myridon ceased killing off mankind and let

    them worship Dovram in life. He left man-kind to do as they pleased, promising

    never again to actively destroy hu-mans. The price to humans was

    the effect of their lifespan, sothat they might never forgettheir destiny. To seal this pact,Dovram and Myridon took a

    piece of themselves and createdVellorn. Vellorn appears to be

    a large, grey werewolf in hybrid

    form. However, despite his ap- pearance, he is well spoken and dip-lomatic. He wears the rough clothes of a

    farmer and carries a scythe.Vellorn is the god of the crops, the god of mach-inations, and the god of waste. He is the har-vester, the sentinel, the master of the hounds,the oathbinder.Alignment: LNSymbol: a sheaf of grainDomains: Healing, ProtectionWeapon: natural attack (bite)

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    Eternal ServantsThe eternal servants represent some aspect of the deities of the pantheon, or are peripherallyassociated with them. They have no templesof their own, instead occupying alcoves withina speci c deitys shrine. A cleric claiming aneternal servant as a patron can choose not onlythe domains speci c to the Servant, but also thedomains of the Lesser or Greater pantheon de-

    ity it is ascociated with. These beings can be of any power from hero deity to demigod. Hereare the most famous of them:

    Risthe father of Rice SpiritsRice is the staple crop of Enraya. It is littlesurprise that the Enrayan Pantheon has a deitydedicated to rice. Ris is a son of Vellorn. Hissons are the spirits of the rice plants, his daugh-ters are the Risan, the huge yellow owers thatherald the planting season. Just recently, thespirits of the kelp plant Rislon were declaredto be the grandsons of Ris.Domains: Life, plantAlignment: neutral GoodAscociated Deity: Vellorn

    The Naeris and the DaelisThe origins of the nation of Enraya

    Enrayans are so ancient that they have mademyths to explain their creation. Whether or notthese are true, the Deities they associate withthe origin of their country are indeed real.These two trios are given enough attention that

    they are too powerful to be servants, but arenot powerful enough to have earned a place onthe lesser pantheon. Some myths say that theywere the illicit get of the greater gods incestu-ous behavior, others say that these are the re-sult of pairing with anonymous gods from other

    pantheons, and still others to nature spirits.

    The DaelisThe lads, the north winds, the dryLesser Deities(Neutral)The Daelis are the sons of Karvu: a trio of dei -ties that act as one. They are seen sometimesas gnomes and sometimes as human men, butmore often as satyrs or as cloud giants. Theyare represented by three stars in the plow--the major constellation in the dry season sky.These are male deities, and all clerics are male.The names of the three are Tonsis, Ekris, andDarthir. As the myth goes, they fell in love withthe Naeris and so chased after them. They in-vented the boat in order to better persue their

    love, and humans saw it, and reproduced it,and so are revered as the protector of ships andshipping. The Daelis chased the Naeris far outto sea, but they ran out of fresh water and weretoo far removed from the Earth that sustainedthem, and so were forced to turn back. Eachyear they try to go out, but they can never catchthe Naeris. They rule over the North Windsthat bring the dry season. They are never wor-shipped as seperate deities.Symbol:: Three stars in the constellation of the

    plow.Portfolio: the north wind, ships, fresh water,commerceDomains:: Air, Earth, travelPrayers:: worshippers dont often pray formal -ly, except to ask for a safe journey and to bless

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    the harvest. All prayers to them are done facing North.

    Rites:: clergy of the Lads christen ships, peti -tions the Daelis for pro table commerce, and

    blesses the elds in the dry season.Temples:: The main temple to the Daelis sits inthree parts: two parts as twin spires on either side of the Kalen mouth in White district and athird spire in Royal district. Seen from the air,the spires align with the stars on the winter sol-stice.Herald and Allies:: the Daelis use a trio of sa -tyrs as their heraldsFavored Weapon: hammer (expectation),greatsword(north Wind), kamas(trial and need)

    The NaerisThe daughters of the Sea, the water MaidensLesser Deities(Neutral)The Naeris are a trio of deities that act as one.They are the daughters of Shimandra, but theywere stolen away at birth by Bissina to be raised

    by Yvara. They are represented by three stars

    in the Anchor--the major constellation in thewet season sky. These are female deities, andall clerics are female. The names of the threeare Trana, Ilanna, and Havinne. According tomythology, the Naeris were fond of playingupon the shores of Enraya until the Daelis spot-ted them frolicking and gave chase. The Naeris

    ed from them, and are ever persued, thoughthey love to play by the land and return to itwhen the Daelis return to their nothern home

    beyond the mountains. As they were eeingfrom the Naeris, they threw up storms to block or destroy the ship, hindering the Daelis to the

    point of futility. The Naeris represent the southwinds that bring not only rain and heat for thegrowth of crops, but also the pestillence anddisease that is common to swamplands in the

    summer. They are not evil deities, simply natu-ral ones, and those who worship them acceptthat. They are NEVER worshipped as seperatedeities. Most of her clergy are now Drowned-landers.Symbol:: Three stars in the constellation of theanchor.Portfolio: the south wind, saltwater, growth,

    pestillenceDomains:: Air, Water, DestructionPrayers:: worshippers dont often pray formally,

    but all prayers are done facing the south. Peopleoften pray to them to endure disease brought bythe rainy seasonsRites:: clergy of the Maidens bless the eldsfor planting, ask for good weather on a voyage,or purify water. The most interesting rite in-volves embarkation on a ship. There is alwaysa Cleric of the Naeris on every Enrayan ship,and her sole job is to stand in the bow at sunriseand sunset and convince the Naeris that theship does not bear the Daelis, thereby avoidingthe storms they might throw in the path of theship.Temples:: The main temple to the Naeris sits inthree parts just as the temple to the Daelis, butit sits in the drowned Capital of Delta City. InEschall Falls, The temple to the Naeris sits atthe mouth of the bay of Sin, a huge edi ce of coral below and of white stone above. The topof the Eschall Falls temple is a beacon that can

    be seen not only out to sea, but from the river

    north of the falls. it is of cially in the Orangequarter, and all ships must pass it as they enter the harbor from the Bay of Enraya.Herald and Allies:: the Daelis use a trio of sylphs as their heraldsFavored Weapon: tridents(authority, tradewind,) net (lifesnare)

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    The Heavenly Bodies

    Three servants form the heavenly bodies. En-rayans use their positions in the sky to deter-mine which God is of more prominence in anygiven time of the year. The stars are not deitiesat all. They are merely consulted to determinethe will of the Watcher, Imaris.

    NoctiriThe enfolding night

    Noctiri is quite simply the night sky.Her tattered cloak hides the moonsand the sunDomains: Protection, travelAlignment: Chaotic GoodAscociated Deity: Imaris

    Shiphari

    The lady sunLady Shiphari is oneof the tragic trinity of the night sky. Originallyintended to be Imarissmistress, she is insteadeternally pursued byYvara.Domains: SunAlignment: Neu -tral

    Ascociated Deity:Imaris

    HrashiThe jade moonHrashi is the green moon, originally intendedto be Dovrams mistress. Her prominence iscelebrated in the spring, when her color turnstruly turquoise. Since farmers depend largelyon luck and prayers when it comes to plantingand growing crops, she has become ascociatedwith luck.Domains: Luck Alignment: neutralAscociated Deity: Dovram

    LoreiThe pale moonLorei is the smaller, palemoon originally intendedto be Myridons mistress.Her prominence is cele-

    brated after the harvest, whenthe elds lie fallow. Funer -

    als in Enraya always invokeLorei, as it is believed thatshe guides pure Enrayan soulsto her master, Myridon.

    Domains: deathAlignment: NeutralAcociated Deity: Myridon

    Ancestor WorshipAncestor worship is common

    in Enraya as an extension of the worship of Myridon. Every

    family keeps extensive track of t h e ancestors, making little shrines to

    them in their houses. They commonly petitiontheir ancestors to plead for them, and to per-form minor blessings. Theologically, this actu-

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    ally comes from Myridon and his servants, butthe truth is that since Myridon is a dead god,

    and his servants are all bound to his dominion,he requires the dead to petition for the living.He instructs his dead to standby and be inter-mediaries. The ancestors listen, and carry the

    prayers to the servants, who, given enough im- portance, may take the message on to Myridonor may bestow a miracle upon that ancestor todeliver to the living.

    Nheb-SebhtThe underworld guardian , god of the far gate

    Nheb-Sebht (ne-HEB sept), an An-drosphynx, was one of the ear-liest creatures ever to roamthe multiverse. He is theguardian of the second gate

    between the material planeand Myridans realm. Hisgate lies upon the approachKai-reoh, the Enrayan pan-

    theons underworld. Nheb-Sebht is also the patron of all ancestors. He is the deityhumans pray to when they wishto send spirits and the undead from thematerial plane onward and when they want toinvoke their ancestors for favors.

    Symbol: An Androsphinx, rampant, in front of an adimantium gateHome Plane: the astral plane. Nheb-Sebht in -habits a permanent demiplane within the astral

    plane that all souls must pass by in order to en-ter the underworld. His job as the guardian of the far gate is to judge a soul and open the gateinto its proper place, sending it onward into theunderworld. He also allows traf c from the

    underworld elsewhere, guards the gate againstintrusion, and against unregulated exit.Alignment: Neutral Good. Nheb-Sebht has

    been known to consume souls that he nds particularly despicable. Though he is boundto guard the gate and judge souls, he is neutralregarding law and chaos. His job balances hisotherwise chaotic nature. He can be persuad-ed to allow the living to pass in and spirits to

    pass out, given the proper incentive. Bargain-

    ing with him is an art form that living mediumsand the dead with enough motivation mustmaster if they with to communicate or

    travel beyond their native plane.Portfolio: meduims, guards,soulsWorshippers: Sphynxes, hu -mans, guardsCleric Alignments: LG, NG,CGDomains: Repose, Protection

    Favored weapon: Natural attack (claw)

    Legend: Nheb-Sebht was a martyred hero in the battle between Imaris and Myridan. His deedshave since been forgotten with time, but after his death, Myridan put Nheb-Sebht in chargeof judging souls and sending them to the proper sections of his domain. Nheb-Sebht accepted it

    with honor, but while he accepted this position,his wife remained mortal, and began to pine for him. She became a medium in order to speak with him, but this attention distracted him fromhis task, and Myridan was displeased.

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    At rst, Myridan wished to simply killQuixaraa, but Nheb-Sebht convinced him of the foolishness of that choice. With him at thegates, Quixaraa would simply continue to dis-tract him, continually sneaking up to the gatesin order to remain close. He loved her dearlyand did not want to see her suffer.

    Meanwhile, Quixaraa had already sac-ri ced her body to the whim of arcanists tounnaturally extend her life through the use of

    magical clockworks. As he stood guard over the gates, he developed a plan to set her

    permanently within his sight with-out distracting him. He watchedmany souls struggle to reachhim, often becoming lostor being consumed by fellcreatures along the way.His heart ached to see theselosses, but with the task hewas set to do he could notleave his post, and so hewatched helplessly as soulafter soul lost their way.

    His plan was simple. Hesat at the far gate, but no creature satat the near gate, ready to direct and guidesouls, and to rescue lost souls. He presentedhis idea to Myridan, who was intrigued by theidea. It was a known fact that the journey fromthe material plane to Myridans plane was the

    most perilous journey any mortal would make,and the addition of another guardian would ex- pedite the process of delivering souls to the un-derworld. One night, as the pale moon waxedin the sky, Myridan came to visit Quixaraa.Unfortunately, in her state, she was ineligible

    to ever enter Myridans domains. Too much of her was no longer living. Instead, he granted

    her the position of guide and guardian over thegate at the beginning of the journey. In thisway, the pair has been allowed to remain to-gether, seeing each other on rare times whenthe paths are aligned, and the way between thegates is clear.

    QuixaraaThe intermediary, the guardian at the cross-roads, the queen of riddles, the clockwork

    dreamer, the patron of wizards

    Symbol: A gynosphynx curled into afetal position, lying on her left

    side against the backgroundof a gear

    Home Plane: the astral plane. Quixaraa inhab-

    its a permanent demi- plane within the astral plane that all souls must

    pass by or risk becominglost upon the astral plane.

    Her job as the guardian of the near gate is to nudge asoul upon the path it must

    take to get to the far gate. She alsoknows the safest paths and gates to enter everyother plane.Alignment: Neutral. She teaches balance be -tween all alignments, for to accept any align-ment other than neutrality is to blind ones self to all the possible solutions to all riddles.Portfolio: wizards, travel, riddlesWorshippers: Sphynxes, lore, travellersCleric Alignments: N, CN, LN, NG, NE Align -ment does not matter to her as it does to her husband Nheb-Sebht. She merely considers

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    everyone as they come, ensuring that all whocome through her plane actually go through the

    gate of testing from wherever they come.Domains: Death, Magic, KnowledgeFavored weapon: Natural attack (claw)

    Description:Quixaraa is a deity ravaged by her choicesfrom when she was mortal. In the war, she wasterribly dis gured, but did not die. While her husband became the guardian of the far gate, she was forced to survive on thematerial plane. At some point in time,she will never quite reveal when, in -stead of accepting regeneration,she and a few wizards devel-oped arcane clockworks thatmimicked life and could re-

    place esh for those willingto accept the concequence. Shewas half-Mezarch: a creature who has arcanelyattached crystal, gold, and mithral clockworksto its esh body. By the time Myridan came to

    offer her a position she was a construct, inca- pable of reaching the far gate.Her form is still somewhat tortured in

    appearance. Her left hind leg, her wings, and parts of her face are obviously mechanical, butintricately crafted. Her right front leg is coatedin her original esh, but is also mechanical, asevidenced by her claws, which are made of adi-mantium. Her eyes are twin jewels of topaz,made to look just like her original eyes.

    The esh from her right side is stretched

    across her back to be clamped, snapped, andriveted to her left side, giving her the appear-ance of being entirely clockwork over whichsome careless creator has strapped the only partof a pelt he had. Over her chest, a window re-veals her mechanical heart, its wheels and gears

    turning eternally counter-clockwise.Dogma: The rst word that comes to

    the mind when mentioning Quixaraa is indif-ferent. She has spent so long inviting spirits tomove through her realm that she feels she hasseen everything in the multiverse.

    She hardly ever leaves her demiplane,she does not care to ex-

    tend her in uence, sheaccepts all who wish

    to worship her, but

    she doesnt care toformalize that wor-ship. She simply ex-

    ists, presenting a riddle to theliving who seek her out. It is onlythrough her that

    the dead may have ashred of assurance of reaching the

    far gate, but she also offers safe pas-sage for the living between the planes.

    She teaches, like many deities of knowl-edge, the quest for all knowledge, but unlikeother deities, she has a special inclination to-ward forbidden knowledge hidden beyond the

    planes. Her major tenet is that her followersshould attempt to nd the answer to every rid -dle, the solution to every puzzle, and the truth

    behind every mystery. She also teaches thatwhile evil and good must balance each other,

    just as law and chaos must balance each other,

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    a cause which attempts to make the multiverseuniform, by means rooted in any alignment, isa cause worthy to be opposed.

    She offers sanctuary to those magic us-ers that use a form of magic not normally ac-cepted or mages that are misunderstood andhunted. She is also the patron deity of travelersand roads and her name is often invoked at the

    beginning of every journey.Clergy and temples: the bulk of

    Quixaraas clergy are humans and sphinxes.

    Most of her clerics and priests are multiclassedwizards, Mystic Theurges, and Cosmic Descry-ers.

    Her temples are nonexistent. Shedoesnt desire them. Sphynxes are not inclinedto build structures, but they are willing to in-habit or explore structures that have been built.Instead, her clergy will usually holdtheir services in their own homes or workrooms. Generally her clericswill announce a formal serviceas a riddle contest, or as a con-templation of the mysteries.Her worship is open, invitingto all who are called to come,whether they worship her or not. She invites the question -ing of motives, creates a forumfor understanding, and an oppor-tunity for warring parties to explorethe truths existent within each faction, and

    thereby come to understanding. Above all, shenever proselytizes, believing and teaching thatreligion must be a choice born of exploration,discovery and study, not blatant demand, forceor blind acceptance.

    That being said, her clerics tend to de- pend less on faith than most clerics of other

    deities and more on what is seen and knownto be granted within the multiverse, while theyexpect mystery and wonder from what lies be-yond.

    Umara RayfallowThe teacher, the forgiving, the redeemed oneDemigodSymbol: a skull with a crown of chains, drip -

    ping golden tearsHome Plane: MaterialAlignment: Lawful GoodPortfolio: forgiveness, magic, judgementWorshippers: rare and scattered throughout themultiverse wherever her in uence as a lesser

    being is still felt. Centralized in Enraya, whereher magic college, the Crag Island School, stillstands as her residence and her displaced liv-

    ing and undead students still roam theland.

    Cleric Alignments: LG, LN

    Domains: Magic, knowledge,lawFavored weapon: Whip (righ -teous rebuttal +5 holy, thun-dering, axiomatic)

    Umara Rayfallow is anew Deity in the vast pantheon

    of man. Once an ancient and ter-rible Lich, her schemes extended across

    the multiverse. These mad plans ended whenUmara was captured and tested by Meridan.

    After struggling and ghting throughthe tests of Quixaraas labrynth, and believ-ing herself the rst to pass the goddesss manytests, she stood before the Nheb-Sebt, only to

    nd herself unable to enter Kai-Reoh. Still, to

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    reward her for her faith in coming as far as thegate, Meridan decided to spare her unlife. He

    had sent his servants out, and had captured her phylactery.

    Meridan commanded her to build andmaintain an arcane school for the living onthe material plane with the stipulation that shecould not deliberately train her students to beevil. Umara did so, upon the rocky crags of a tiny island roughly a hundred miles off theformer coast of Enraya. Recently, whenthis school was attacked by Enraya, shesaved some of her students and prodi-gies from death by stepping in and taking

    blows intended to kill. That act was therst sel ess, altruistic act she had ever

    committed in her long, horrid years of undeath.

    Immediately, she left to beginundoing the evils of her long existence,

    but Meridans avatar was not far behind,chasing her down. Umara was pressed

    back to the school, where, in order to

    keep her there, was granted godhood torelieve her of her obligation to her pastsins, but was sealed there to contain her new and growing powers. In this way,

    perhaps she will never escape Wee Jasstesting, being forever in that deitysservice.

    Umara Rayfallow appearsas a beautiful, copper skinned,raven haired woman of inde-terminate age. Her eyes are

    the only clue to her past, beingwithout orbs, but containing white light. Alter-natively, at her choice, she can also appear as adessicated corpse wearing the tattered remainsof her grave linens. This second form is whatshe uses to appear before her closest folowers

    and students as well as the undead who reachher island.

    DogmaThe worship of Umara is not entirely solidi ed.Outside the church, only a very few know her wo